AGGREGATE OCEANS

it is possible to mix together many ocean surface primitives, and have the cusp value be computed from the summed waves. The oceans, ripples, and wakes can be combined, and the whitecaps  will interact in a realistic fashion.

high frequency ocean
a small scale detail ocean

low freq ocean
a low frequency "roller" ocean surface
cuspvalue  is animated

These primitives can be layered together and the Hydrous solver will determine the correct cusp values for the aggregate ocean.  Notice that if the cusping on the "roller" ocean is 0, there is whitewater everywhere, but if the rollers have cusping the high frequency "detail" ocean waves tend to break more often at the pinched areas of the rollers, and tend NOT to break in the stretched out troughs.


animated aggregate


rollers
"roller" waves


details

detail waves


aggregate waves

aggregate ocean

wake and wave aggregate
aggregate with wake


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